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  #1  
Old 22nd October 2013, 07:37 PM
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HatCat HatCat is offline
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Default Zelda Majora's Mask FLASHRAM Save Editor

** removed **

Utility can now be downloaded via the link in this post.

Last edited by HatCat; 12th April 2016 at 12:17 AM.
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  #2  
Old 11th February 2014, 09:12 PM
00vargarv 00vargarv is offline
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doesn't work in W7.. TuT
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  #3  
Old 20th March 2014, 03:31 PM
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Lies! I'm using Windows 7.
You're not calling the EXE right. 32-bit or 64-bit has no effect here....


Anyway I must have forgotten to upload source code...or...buried my reason for not doing so? I might have to look into maintaining this software again sometime soon. It's not as high a quality as I'd have liked, but I had no idea my attachment would get that many downloads, or that this thread would get read so many times...so, since people seem to like it, I'm rather ashamed of myself for not doing a more complete implementation.

Also some people, would want to do a GUI frontend extension, to this console application, so, this should get another update.
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Old 16th October 2014, 12:40 AM
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So it has been almost a full year since this thread was started, but no one else has made anything quite like this. Has there been, or is there any chance of progress being made on this?

I get it if there really isn't, it's just that for a game where it's relatively easy to accidentally not save your progress, I know a WHOLE lot of people would find a tool such as this to be really handy. I've tried using the tool you attached but I was lost almost instantly. I don't have the right expertise or know-how to figure out how to use it.

Sorry for bringing up an old topic, but there is literally nothing else about this online.
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Old 16th October 2014, 12:59 AM
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Didn't the zip come with a Bat file, & instructions on how to use? I remember not having a hard time, considering I was a total noob like 10 months ago, so it should be simple for you as well.

It's unfinished, since it's quite tedious to collect all information ;/ .

Anyway, all you have to do is write the desired data in the bat file and run it. Unless other people help out with finding the values and addresses, don't expect this to be finished anytime soon. Maybe retroben could help .
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  #6  
Old 16th October 2014, 08:44 PM
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It isn't working for me, then. I run the .bat and nothing changes; I DO get a message saying "File occupation label missing" under the 2nd entry in cmd ("...ZS.EXE ZELDAM~1.FLA --owl-statues...").

Looking at the Manual, I understand it. I don't think I have a problem with entering the data I want to change. I think the problem is that I don't have the paths right, but I don't have an example of how it should look. Here's what's in the .bat file:
Quote:
ZSENSWAP.EXE ZELDAM~1.FLA
ZS.EXE ZELDAM~1.FLA 0 --owl-statues 0000000011111100
ZSENSWAP.EXE ZELDAM~1.FLA
PAUSE
What I've done is simply renamed my .fla save file to ZELDAM~1.fla, and put it in with the rest of the files. Do I need to add quotes anywhere, or put the save into a folder? Oh, last thing. After the tool does its thang, would the save work off of a flashcart as opposed to PJ64?
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  #7  
Old 17th April 2018, 01:14 AM
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So! Ended up working on this utility again and added a couple new features.

Has anyone here gotten frustrated that you've played through the whole game, see less than 20 full hearts in Link's HUD, and cannot remember what heart piece you could have possibly missed? That's happened to me a few times...very frustrating. I think I've read a couple users outside of here who desperately were trying to remember what heart piece they missed and had to go back and get for completion.

So now, with the -v flag (no parameters necessary), you can get a full list of heart pieces and heart containers (in case you killed a boss and got their remains but somehow overlooked collecting the heart container for some reason) missing in your game save:


Yeah, it'll show other stuff as well, like the number of times you've saved your game with the Song of Time or by defeating Majora. (I'd have to double-check, but I think saving with owl statues also increments the times saved counter as well...not sure off hand.)

In the future I plan to also implement missing stray fairies detection. Sure, it's easy enough to use this save editor to load the game up with all 15 stray fairies for every temple you want, but just as we can be frustrated with not remembering what heart piece we missed, some of us who are genuinely trying to complete the game might want to save with an owl statue and have this tool print out which stray fairies they've forgotten. (Besides, unlike with heart pieces, the 1s and 0s of the stray fairy collections are contiguously stored in linear pairs of bits, which means each stray fairy has a fixed number that is the shift amount in that struct bitfield...makes me curious about documenting the internal ID numbers for stray fairy locations. I can already tell it doesn't match Nintendo Power's stray fairy numbers.)

Names of heart pieces I have just copied off of the naming in Nintendo Power's magazine for MM. I've tossed my old Prima Games strategy guide for the game many years ago and can't find an online copy, so I went with Nintendo Power. My preferred (and in my not-so-humble opinion, far superior) numbers of ordering the heart pieces are given first, followed by "(Nintendo Power ###)" at the end with the number you can look up in their magazine if you don't recognize the HP.

As an aside, I've also since implemented a new -W command switch for the 800-bit flags array of event-based stuff Link has done during the 3-day cycle. This includes infinite magic from drinking Chateau Romani, which is what the -W 115 true is for in the screenshot above. It gives Link infinite magic upon beginning the game. (Previously I had to accomplish this by putting Chateau Romani in Link's inventory with the save editor, but I think this saves an extra step and an empty bottle.)

For anyone curious, bit addresses of the heart pieces and storage of the names are all documented in the commit to source: https://github.com/cxd4/zs-flash/com...e77b4e4c086fdc
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  #8  
Old 13th July 2018, 02:43 PM
Crash_ Crash_ is offline
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Quote:
Originally Posted by HatCat View Post
So! Ended up working on this utility again and added a couple new features.

Has anyone here gotten frustrated that you've played through the whole game, see less than 20 full hearts in Link's HUD, and cannot remember what heart piece you could have possibly missed? That's happened to me a few times...very frustrating. I think I've read a couple users outside of here who desperately were trying to remember what heart piece they missed and had to go back and get for completion.

So now, with the -v flag (no parameters necessary), you can get a full list of heart pieces and heart containers (in case you killed a boss and got their remains but somehow overlooked collecting the heart container for some reason) missing in your game save:


Yeah, it'll show other stuff as well, like the number of times you've saved your game with the Song of Time or by defeating Majora. (I'd have to double-check, but I think saving with owl statues also increments the times saved counter as well...not sure off hand.)

In the future I plan to also implement missing stray fairies detection. Sure, it's easy enough to use this save editor to load the game up with all 15 stray fairies for every temple you want, but just as we can be frustrated with not remembering what heart piece we missed, some of us who are genuinely trying to complete the game might want to save with an owl statue and have this tool print out which stray fairies they've forgotten. (Besides, unlike with heart pieces, the 1s and 0s of the stray fairy collections are contiguously stored in linear pairs of bits, which means each stray fairy has a fixed number that is the shift amount in that struct bitfield...makes me curious about documenting the internal ID numbers for stray fairy locations. I can already tell it doesn't match Nintendo Power's stray fairy numbers.)

Names of heart pieces I have just copied off of the naming in Nintendo Power's magazine for MM. I've tossed my old Prima Games strategy guide for the game many years ago and can't find an online copy, so I went with Nintendo Power. My preferred (and in my not-so-humble opinion, far superior) numbers of ordering the heart pieces are given first, followed by "(Nintendo Power ###)" at the end with the number you can look up in their magazine if you don't recognize the HP.

As an aside, I've also since implemented a new -W command switch for the 800-bit flags array of event-based stuff Link has done during the 3-day cycle. This includes infinite magic from drinking Chateau Romani, which is what the -W 115 true is for in the screenshot above. It gives Link infinite magic upon beginning the game. (Previously I had to accomplish this by putting Chateau Romani in Link's inventory with the save editor, but I think this saves an extra step and an empty bottle.)

For anyone curious, bit addresses of the heart pieces and storage of the names are all documented in the commit to source:
God damn, you never get bored of this.
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